This commit is contained in:
Jan Racek
2026-03-29 09:34:46 +02:00
commit 1fdb223f5d
113 changed files with 17499 additions and 0 deletions

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-- ============================================================================
-- collectible.lua - Pickup item
-- ============================================================================
-- Tests: onCreate, onDestroy, onCollideWithPlayer, onEnable, onDisable,
-- Entity.SetActive, Audio.Play, Persist, self.active, self.position
local collected = false
function onCreate(self)
collected = false
Debug.Log("Collectible created at " .. self.position.x .. "," .. self.position.y .. "," .. self.position.z)
end
function onDestroy(self)
Debug.Log("Collectible destroyed")
end
function onEnable(self)
Debug.Log("Collectible enabled")
end
function onDisable(self)
Debug.Log("Collectible disabled")
end
function onCollideWithPlayer(self)
if collected then return end
collected = true
Audio.Play("collect", 127, 64)
-- Update score via scene script global
addScore(100)
setStatus("Collected! +100 points")
Entity.SetActive(self, false)
end

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38
Assets/lua/door.lua Normal file
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-- ============================================================================
-- door.lua - Interactable door that plays an open cutscene
-- ============================================================================
-- Tests: onInteract, Cutscene.Play with onComplete, Entity.Find,
-- Entity.SetActive, Controls, Audio
local isOpen = false
function onCreate(self)
isOpen = false
Debug.Log("Door created")
end
function onInteract(self)
if isOpen then
setStatus("Door is already open")
return
end
if Cutscene.IsPlaying() then return end
isOpen = true
Audio.Play("door_open", 100, 64)
Controls.SetEnabled(false)
setStatus("Opening door...")
Cutscene.Play("door_open", {
onComplete = function()
Controls.SetEnabled(true)
setStatus("Door opened! Path is clear.")
-- Disable the door blocker object
local blocker = Entity.Find("DoorBlocker")
if blocker then
Entity.SetActive(blocker, false)
end
end
})
end

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Assets/lua/door.lua.meta Normal file
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-- ============================================================================
-- entity_scanner.lua - Scans all entities on interact (Entity.ForEach test)
-- ============================================================================
-- Tests: Entity.ForEach, Entity.GetPosition, Entity.IsActive, Entity.GetCount,
-- Entity.FindByIndex, onInteract
function onInteract(self)
setStatus("Scanning all entities...")
Debug.Log("=== Entity Scan ===")
Debug.Log("Total entities: " .. Entity.GetCount())
local activeCount = 0
local inactiveCount = 0
Entity.ForEach(function(obj)
local pos = Entity.GetPosition(obj)
local active = Entity.IsActive(obj)
if active then
activeCount = activeCount + 1
else
inactiveCount = inactiveCount + 1
end
end)
Debug.Log("Active: " .. activeCount .. " Inactive: " .. inactiveCount)
setStatus("Scan: " .. activeCount .. " active, " .. inactiveCount .. " inactive")
-- Test FindByIndex
local first = Entity.FindByIndex(0)
if first then
local pos = Entity.GetPosition(first)
Debug.Log("Entity 0 at " .. pos.x .. "," .. pos.y .. "," .. pos.z)
end
end

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Assets/lua/movable.lua Normal file
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-- ============================================================================
-- movable.lua - Object that can be pushed with button presses
-- ============================================================================
-- Tests: onButtonPress, onButtonRelease, Entity.SetPosition, Vec3 math,
-- Camera.GetPosition, Input constants, self.position
local pushing = false
function onCreate(self)
pushing = false
Debug.Log("Movable object created")
end
function onButtonPress(self, button)
if button == Input.SQUARE then
pushing = true
end
end
function onButtonRelease(self, button)
if button == Input.SQUARE then
pushing = false
end
end
function onUpdate(self, dt)
if not pushing then return end
-- Move toward the camera position (player) slowly
local myPos = self.position
local camPos = Camera.GetPosition()
local dir = Vec3.sub(camPos, myPos)
local dist = Vec3.length(dir)
if dist > 1 then
local norm = Vec3.normalize(dir)
local step = Vec3.mul(norm, dt)
local newPos = Vec3.add(myPos, step)
-- Keep Y the same (don't float)
newPos.y = myPos.y
Entity.SetPosition(self, newPos)
end
end

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Assets/lua/npc.lua Normal file
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-- ============================================================================
-- npc.lua - NPC with multi-line dialogue
-- ============================================================================
-- Tests: onInteract, onButtonPress, Controls, UI text,
-- scene-level dialogue system, Input constants
local talked = false
function onCreate(self)
talked = false
end
function onInteract(self)
if isInDialogue() then return end
if not talked then
talked = true
startDialogue({
"Hello, traveler!",
"Welcome to the test scene.",
"There are collectibles, a door,",
"triggers, and a portal here.",
"Press CROSS to advance dialogue.",
"Good luck exploring!"
})
else
startDialogue({
"You again?",
"Go find the collectibles!",
"There should be three of them."
})
end
end
function onButtonPress(self, button)
if not isInDialogue() then return end
if button == Input.CROSS then
advanceDialogue()
end
end

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Assets/lua/npc.lua.meta Normal file
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193
Assets/lua/scene.lua Normal file
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-- ============================================================================
-- scene.lua - Scene-level script for the PSXSplash test scene
-- ============================================================================
-- Tests: onSceneCreationStart, onSceneCreationEnd, onTriggerEnter/Exit (scene),
-- Persist, UI, Audio, Controls, Cutscene, Scene, Timer, Debug, PSXMath
-- HUD handles (resolved in onSceneCreationEnd)
local hudCanvas = -1
local scoreText = -1
local statusText = -1
local healthBar = -1
local dialogueCanvas = -1
local dialogueText = -1
-- State
local health = 100
local inDialogue = false
local dialogueLines = {}
local dialogueLine = 0
function onSceneCreationStart()
Debug.Log("=== PSXSplash Test Scene ===")
Debug.Log("Scene index: " .. Scene.GetIndex())
-- Restore score from previous scene (tests Persist)
local score = Persist.Get("score") or 0
Debug.Log("Loaded score from persist: " .. score)
end
function onSceneCreationEnd()
Debug.Log("Scene creation complete at frame " .. Timer.GetFrameCount())
-- Resolve UI handles
hudCanvas = UI.FindCanvas("HUD")
if hudCanvas >= 0 then
scoreText = UI.FindElement(hudCanvas, "ScoreText")
statusText = UI.FindElement(hudCanvas, "StatusText")
healthBar = UI.FindElement(hudCanvas, "HealthBar")
UI.SetCanvasVisible(hudCanvas, true)
updateScoreDisplay()
updateHealthBar()
setStatus("Welcome! Explore the test room.")
end
dialogueCanvas = UI.FindCanvas("Dialogue")
if dialogueCanvas >= 0 then
dialogueText = UI.FindElement(dialogueCanvas, "DialogueText")
UI.SetCanvasVisible(dialogueCanvas, false)
end
-- Play ambient looping cutscene (tests loop feature)
Cutscene.Play("ambient_spin", {loop = true})
-- Test PSXMath functions
local clamped = PSXMath.Clamp(150, 0, 100)
local lerped = PSXMath.Lerp(0, 10, 1)
local sign = PSXMath.Sign(-42)
local abs = PSXMath.Abs(-7)
local mn = PSXMath.Min(3, 5)
local mx = PSXMath.Max(3, 5)
Debug.Log("PSXMath tests: clamp=" .. clamped .. " lerp=" .. lerped
.. " sign=" .. sign .. " abs=" .. abs .. " min=" .. mn .. " max=" .. mx)
-- Test Vec3 functions
local a = Vec3.new(1, 0, 0)
local b = Vec3.new(0, 1, 0)
local c = Vec3.add(a, b)
local d = Vec3.cross(a, b)
local dist = Vec3.distance(a, b)
Debug.Log("Vec3 tests: add=" .. c.x .. "," .. c.y .. "," .. c.z
.. " cross=" .. d.x .. "," .. d.y .. "," .. d.z
.. " dist=" .. dist)
end
-- ============================================================================
-- Scene-level trigger callbacks (PSXTriggerBox)
-- ============================================================================
function onTriggerEnter(triggerIndex)
Debug.Log("Trigger entered: " .. triggerIndex)
if triggerIndex == 0 then
-- Trigger 0: Cutscene zone
setStatus("Cutscene playing...")
Controls.SetEnabled(false)
Cutscene.Play("camera_flyover", {
onComplete = function()
Controls.SetEnabled(true)
setStatus("Cutscene complete!")
end
})
elseif triggerIndex == 1 then
-- Trigger 1: Damage zone
health = PSXMath.Clamp(health - 25, 0, 100)
updateHealthBar()
setStatus("Ouch! Health: " .. health)
if health <= 0 then
setStatus("You died! Reloading...")
Controls.SetEnabled(false)
Persist.Set("score", 0)
Scene.Load(Scene.GetIndex())
end
elseif triggerIndex == 2 then
-- Trigger 2: Scene transition portal
setStatus("Loading next scene...")
Persist.Set("came_from", Scene.GetIndex())
Scene.Load(0) -- Reload scene 0 as demo
end
end
function onTriggerExit(triggerIndex)
Debug.Log("Trigger exited: " .. triggerIndex)
if triggerIndex == 0 then
setStatus("Left cutscene zone")
elseif triggerIndex == 1 then
setStatus("Escaped damage zone")
end
end
-- ============================================================================
-- Dialogue system (called from NPC scripts)
-- ============================================================================
function startDialogue(lines)
if inDialogue then return end
inDialogue = true
dialogueLines = lines
dialogueLine = 1
Controls.SetEnabled(false)
showDialogueLine()
end
function showDialogueLine()
if dialogueCanvas >= 0 then
UI.SetCanvasVisible(dialogueCanvas, true)
if dialogueText >= 0 and dialogueLine <= #dialogueLines then
UI.SetText(dialogueText, dialogueLines[dialogueLine])
end
end
end
function advanceDialogue()
if not inDialogue then return end
dialogueLine = dialogueLine + 1
if dialogueLine > #dialogueLines then
endDialogue()
else
showDialogueLine()
end
end
function endDialogue()
inDialogue = false
Controls.SetEnabled(true)
if dialogueCanvas >= 0 then
UI.SetCanvasVisible(dialogueCanvas, false)
end
end
function isInDialogue()
return inDialogue
end
-- ============================================================================
-- Helpers
-- ============================================================================
function updateScoreDisplay()
if scoreText >= 0 then
local score = Persist.Get("score") or 0
UI.SetText(scoreText, "Score: " .. score)
end
end
function updateHealthBar()
if healthBar >= 0 then
UI.SetProgress(healthBar, health)
end
end
function setStatus(msg)
Debug.Log("[Status] " .. msg)
if statusText >= 0 then
UI.SetText(statusText, msg)
end
end
function addScore(amount)
local score = (Persist.Get("score") or 0) + amount
Persist.Set("score", score)
updateScoreDisplay()
end

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Assets/lua/spinner.lua Normal file
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-- ============================================================================
-- spinner.lua - Continuously rotating object (onUpdate demo)
-- ============================================================================
-- Tests: onUpdate, self.rotationY, Entity.GetRotationY, Entity.SetRotationY,
-- Timer.GetFrameCount, self.position, Entity.GetPosition
local speed = 1 -- pi-units per frame
function onCreate(self)
Debug.Log("Spinner created, initial rotY: " .. self.rotationY)
end
function onUpdate(self, dt)
-- Rotate the object by speed * dt each frame
local current = Entity.GetRotationY(self)
Entity.SetRotationY(self, current + speed * dt)
-- Every 300 frames, log position and rotation (test Timer)
if Timer.GetFrameCount() % 300 == 0 then
local pos = Entity.GetPosition(self)
Debug.Log("Spinner at frame " .. Timer.GetFrameCount()
.. " pos=" .. pos.x .. "," .. pos.y .. "," .. pos.z
.. " rotY=" .. Entity.GetRotationY(self))
end
end

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Assets/lua/switch.lua Normal file
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-- ============================================================================
-- switch.lua - Toggle switch that activates/deactivates a target object
-- ============================================================================
-- Tests: onInteract, Entity.Find, Entity.IsActive, Entity.SetActive,
-- Audio, self properties
local target = nil
local switchOn = false
function onCreate(self)
switchOn = false
-- Find the object this switch controls (named "SwitchTarget")
target = Entity.Find("SwitchTarget")
if target then
Entity.SetActive(target, false)
Debug.Log("Switch: found target, initially off")
else
Debug.Log("Switch: WARNING - SwitchTarget not found!")
end
end
function onInteract(self)
switchOn = not switchOn
if target then
Entity.SetActive(target, switchOn)
end
if switchOn then
Audio.Play("switch_on", 100, 64)
setStatus("Switch ON")
else
Audio.Play("switch_off", 100, 64)
setStatus("Switch OFF")
end
-- Test Entity queries
local count = Entity.GetCount()
Debug.Log("Switch toggled. Total entities: " .. count)
Debug.Log("Target active: " .. tostring(Entity.IsActive(target)))
end

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